Towards automatic personalised content creation for racing games
By Julian Togelius, R. D. Nardi, Simon M. M. Lucas. 2007 IEEE Symposium on Computational Intelligence and Games, 2007
315 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/ef5ff9df73c7e94b1cc8329cc66f866334b4ad9a
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Julian Togelius
- J. Urgen Schmidhuber
- Sebastian Risi
- Jan Koutník
- Kenneth O. Stanley
- Eyad Elyan
- Georgios N. Yannakakis
- Mohamed Medhat Gaber
In Developmental and Educational Psychology
In Sociology and Political Science
Citations in the corpus
- Super mario evolution (2009, methodology): “Recently proposed methods for meeting these demands assume that there is already an RL algorithm in place capable of learning to play the particular game that is being adapted [3], [4], [5] and/or models of player experience [6].”
- Experience-Driven Procedural Content Generation (2011, background): “in [40]); in a dynamic evaluation function the agent changes during the game and the quality value somehow incorporates this change (e.”
- Imitation Learning (2017, methodology): “Togelius et al. [2007] also used evolutionary algorithms to optimize multiple objectives in a racing game.”
- Increasing generality in machine learning through procedural content generation (2019, methodology): “[1, 15, 16] PCGML with constrained sampling [17] Standard search-based [18, 19, 20, 21, 22] Latent Variable Evolution [23, 24] PCGRL [25] Generative Playing Networks [26] Activation Maximization [27] Simple Data Augmentation [8, 9] Uniform Domain Randomization [10] Guided Domain Randomization [28]…”